Space Engineers

Space Engineers

[Mexpex] C15 JumpDrive [DX11]
69 Comments
Mask of Humble 5 Aug, 2024 @ 11:36pm 
Does anyone know if this mod still works with the latest updates? I really love the models and would love to use them in my builds but a lot of mods that haven't been updated for a long time don't work or have unintended bugs and such
MegaGothmog 12 Feb, 2022 @ 10:45am 
This thing is giving me the error that i can't jump into (inside) a natural gravity field.
I'm in the middle of space, aiming nowhere near a planet or moon... and i still get this issue.
Zero Proximity 16 Jul, 2020 @ 6:16am 
@aluxesxd To my understanding all jump drives in the game lose range based on weight
Zardo 28 Jun, 2020 @ 3:36pm 
Hey Mexpex
I love the look of these drives!
Would you be willing for us to use these as a part of our modpack? We need some unique models for use on the sigma draconis cluster servers and would need to modify the components and settings on these if possible!
Thanks for your time!
Aluxes 22 Feb, 2020 @ 11:23pm 
Love the mod but somehow its warp distance dropped from 20k for two, to 12k, to 7.4k, to 5.6k. Replacing them doesn't fix this, and I strongly agree this needs an update.
Hage Maoh 23 Sep, 2019 @ 11:33pm 
May I add these blocks to a tiered mod for my dedicated server? Of course, I will give credit and link to the original mod in the description.
Netherspark 4 May, 2019 @ 9:39am 
The large emissive in the middle no longer works. It's just white all the time now.

@Mexpex, any chance you can fix this?
Metzger_100 9 Dec, 2018 @ 5:30am 
Could it be that the Core doesn#t work any more. we have 4 big Generators onboard and there Output is at 100% but the input of our Warpcore shows 0MW. Can you Update this please? It is the only good looking Warpcore in the Workshop!:steamhappy:
THE FORCE 23 Nov, 2018 @ 10:44am 
I plan on fixing this up a little and adding it to my server pack credit will be given and linked back here... Let me know if this is not ok and it will be removed.
самовар 4 Jul, 2018 @ 12:08am 
not working? add string <ResourceSinkGroup>Charging</ResourceSinkGroup>
MacinTrash 19 Jul, 2017 @ 2:08pm 
as of the time of this post they do charge, you just need enough power
Hot Redhead 19 May, 2017 @ 8:44pm 
Can you update the components requirement to be more expensive than vanilla jumpdrives? It doesn't feel balanced :P...

If it's not supposed to be just let me know :)
Navarone 20 Apr, 2017 @ 6:50pm 
Yeah so I tried it and it won't charge
Navarone 8 Apr, 2017 @ 8:37pm 
Does it still work?
Mexpex  [author] 10 Dec, 2016 @ 3:52am 
Ive heard that pink is the new trend in space design. щ(ಥДಥщ) [forums.keenswh.com]
Anisomorphism 9 Dec, 2016 @ 5:04pm 
Textures were broken in the latest update.
TangerineSpaceRaptor 23 Mar, 2016 @ 2:25pm 
@thunderbirdlead or try 1 or 2 x-100 arc reactors!
Malganor 31 Dec, 2015 @ 3:08am 
Is there a small ship version in this mod? I would really enjoy the skin alone.
Udon De Noodle 24 Dec, 2015 @ 7:26am 
@CT_PVT_9909_Shadow how bout 5 X30 arc reactors, then it should be charged
Rastro 30 Nov, 2015 @ 1:06pm 
Very power-hungry drive. Though it makes sense, I guess
Spectrum_Gemini 27 Nov, 2015 @ 10:47am 
@thunderbirdlead Try Creative reactor *8 of them for this just to charge.. Slowly.
Hannover 26 Nov, 2015 @ 11:31am 
he
DMMWolf 8 Oct, 2015 @ 9:42am 
@BansheeBasher @Grizzly The reason behind the similarities stem from current scientific theories about possible FTL Travel, specificly that to do so ould require a form of fold space event or the like to achieve.

@raven4096 Galactica "Breaking her back" as Tigh so eloquently put had more to do with Battle Damage and making a Blind jump in the heat of combat. Now I know Kara Thrace input co-ordinates for a jump, but said co-ordinates where from a song she heard as a child, and FTL jump co-ordinates would need to be adjusted based on position of the ship. For Stargate Junkies out there you'll know this, you need at 7 plot points for any travel at extreme distance, the last being point of origin. There was no way a propper point of origin could be extrapolated from her song, unless that jump had to be made from precisely where Galactica was when she jumped.
Udon De Noodle 28 Sep, 2015 @ 4:11pm 
1 word useful (that is with azmith arc reactor)
dRuPpI 26 Sep, 2015 @ 8:14am 
looks likeits buged the drive drains all power from the ship too overload even when recharg ist off and it dont charges at all
101m4n 23 Jul, 2015 @ 5:49am 
This is nice, but a 4000Mw requirement for only 15M Kg puts it well out of reach if you are using vanilla reactors, unless you want your ship to be 90% reactors and nothing else
The Deathdrop 23 Jul, 2015 @ 4:08am 
can you make a Reaktor in this optic
Razordor 23 Jul, 2015 @ 12:15am 
so basicly these are like emergency jump drives. I love the idea of it! If you need to get out of a position fast you switch off all of your gear and use this drive instead of your normal drive to jump faster. This isn't totally over powered because it needs a lot of input to work at all, basicly needing to draw from all power sources. I think it would also be a good idea to have normal jump drives along with this so you don't have to keep constanly turning off all of your equipment. (and yes if you have the power to spare on an expensive mothership I suppose it doesn't matter but I thought it be better to have some sort of roleplay nessecity so the normal drive is not considered worthless and can be used just as often.)
RhythmicDaze 22 Jul, 2015 @ 9:07pm 
In a nicer way of putting it; it seems similar - the meathod of at least skipping to point B from A instantly, though elements do differ in mechanics like charge time and max distance as Raven mentioned. I really like BSG and their ability to jump ships, and that flash when it does so. Those little things are pretty cool.
Raven4K 22 Jul, 2015 @ 5:20pm 
you know your wrong cause if they did then a heavy armoured ship would tear itself apart after a certain amount of jumps' breaking it's back just like the galactica did at the end of the series just saying oh and galactica jump drives take 20 minutes to recharge not 6 and also space dose not bend like it dose with se jump drives in that show it's just a flash and it's gone they preform similarly but not identical
Viktor Gavorn 22 Jul, 2015 @ 5:07pm 
Anyone else realize that the jump drives in SE perform identically to FTLs in Battlestar Galactica?
themars2011 22 Jul, 2015 @ 2:50pm 
awesome !
RhythmicDaze 22 Jul, 2015 @ 12:53pm 
@danday03048 I have not watched any movies or TV series related to the show, but now I'm curious to find out. My brother has seen it, so at least I have some exposure.

@Mexpex I'd give you all my weeks worth of coffee money for that :D
I really like Voyager's warp core, and that's what this model reminds me of the most.
Mexpex  [author] 22 Jul, 2015 @ 11:23am 
Thanks guys :D

When i started on this mod i called it Warp Core but then i realized that it needs a different design in order to be a warp drive, atleast to stay in line with todays warp drive theories :) might do one in the future
Boogaloo 22 Jul, 2015 @ 10:51am 
MexePex every release from you is like christmas.
Fire_At_Will 22 Jul, 2015 @ 10:43am 
\/ true especially for Space Battleship Yamato its engine looked alot like that
RhythmicDaze 21 Jul, 2015 @ 8:02pm 
That would be a great model for a warp core. There aren't any on the workshop that I can find, so I'll throw this in my ship asteticaly to /act/ like one. Heh, best I can do. Really like the model though!
Grumphy_Bear 20 Jul, 2015 @ 5:15pm 
Thank you. Still my ship got plenty of space for a lot of them.. sadly ive only made 1/3 of the interrior and now its 120mill ton >.< most likely end on 150mill by the end... not counting the drones.

PS: make a bigger one! xD (yours look so nice)
Mexpex  [author] 20 Jul, 2015 @ 3:00pm 
@GhostInShell - To jump the max length you need enought drives to carry the weight. so yes.
Mexpex  [author] 20 Jul, 2015 @ 2:56pm 
Update
Change name C10 -> C15 to fit my classification idea(in description)
Grumphy_Bear 20 Jul, 2015 @ 2:53pm 
So a question about your beautiful jumpdrive (really like the looks of it).
Say i got a large ship of 100mill ton (100.000.000kg)... i need 7 of those to use up to max jump length?...
plaYer2k 20 Jul, 2015 @ 12:12am 
Yeah that is because the minimum gets used of both values, maxJumpDistance and absoluteMaxJumpDistance.

So when the values contributing to the maxJumpMass arre too high, you dont notice the effect unless you go really big in mass and only the linear range increase from stacking multiples of them is noticeable.
Mexpex  [author] 19 Jul, 2015 @ 2:20pm 
@plaYer2k - Thanks, ive been thinking about the math behind the jump drive and its almost the same as the one whey use. basically: mass ratio(JD rating / ship mass) * distance raiting = max distance. so its the same. A lighter ship should be able to go a longer distance with a powerful drive.

But ingame i didnt see/notice any range changes when using a lighter ship thats lighter than JD mass rating. :/
plaYer2k 19 Jul, 2015 @ 9:25am 
Heh nice quick change in the description :-)
Yeah i know that most arent fully aware of how SI units and prefixes have to be written as many dont know about these things.
Others simply dont care even though when one notices them about it.
So it is very refreshing to see someone like you that easily accepting it and instantly adapting :-)

As for the jump range, i took the formular i extracted from the source code and applied your values
https://www.reddit.com/r/spaceengineers/comments/3cwjhu/what_kind_of_beast_would_it_take_to_jump_1_light/cszociw

The only part that is really important here is this:
maxDistance = 10 000 km * 15 000 000 kg / 138 000 kg ~= 1 086 956 kg
So you can jump over 8 times farther and you cap at 109+ jump drives. Any increase beyond that is due to a higher mass ratio in favor for the jump drives vs payload.

As for balance, do what you think is reasonable and works well. I merely try to provide some informations and math if possible :-)
Thanks for the mod.
Mexpex  [author] 19 Jul, 2015 @ 9:00am 
I need to update and reaname it since i changed the max mass that i use for the "classification"
Cpt Pillowy Giant 19 Jul, 2015 @ 8:54am 
Nice model and I think I will try this out but C15? Title says C10 haha.
Mexpex  [author] 18 Jul, 2015 @ 5:35pm 
The new "DX11" models that we got a few week ago got LODs. older models dont have it.
The white emissive issue only appears on models with LOD that uses emissive to show the blocks status, like the jump drive.
Rathlon Tobias Riverwind 18 Jul, 2015 @ 5:28pm 
Strange.
Though I'm using a mod that lowers LOD from a good distance out and it ups my fps abit.
But I didn't know that the default beacon and projector[though I don't use projector] had them
Though I never use both so, also not sure how to use projector.
Mexpex  [author] 18 Jul, 2015 @ 5:25pm 
@Rathlon - i understand you, im thinking about removing the second LOD or extend the LODing range to minimize how much its shown until Keen has solved the problem. Its not just this model thats affected. test for example vanilla beacon and projector. they also got the error :/
Rathlon Tobias Riverwind 18 Jul, 2015 @ 5:19pm 
Would be cool to use but with the DX9 error you stated I won't be using it.
Cause if I set the game to DX11 it'll lag so bad that it will crash the game.